Book Image

Coding Roblox Games Made Easy

By : Zander Brumbaugh
Book Image

Coding Roblox Games Made Easy

By: Zander Brumbaugh

Overview of this book

Roblox is a global virtual platform like no other for both playing and creating games. With well over 150 million monthly active users, Roblox hosts all genres of games that can be played by other members of the community using the Lua programming language. Not only can you create games for free, but you can also earn considerable sums of money if from the success of your games, and become part of the vast and supportive developer circle that provides excellent opportunities for networking in a tight-knit community. With this practical book, you'll get hands-on experience working on the Roblox platform. You'll start with an overview of Roblox development and then understand how to use Roblox Studio. As you progress, you'll gradually learn everything you need from how to program in Roblox Lua to creating Obby and Battle Royale games. Finally, you'll delve into the logistics of game production, focusing on optimizing the performance of your game by implementing impressive mechanics, monetization, and marketing practices. By the end of this Roblox book, you'll be able to lead or work with a team to bring your gaming world to life, and extend that experience to players around the world.
Table of Contents (12 chapters)
1
Section 1: Introduction to Roblox Development
4
Section 2: Programming in Roblox
9
Section 3: The Logistics of Game Production

Setting up the backend

The backend of a system in computing refers primarily to the code infrastructure that a client will never directly interact with. In this section, we will focus on data and player management, which is done from the server. Additionally, as mentioned in Chapter 3, Introduction to Roblox Lua, for the sake of security, all information that can be obtained by the server should be retrieved by the server.

At the beginning of Chapter 4, Roblox Programming Scenarios, you were introduced to modules and some of their possible uses. You will find that when making something larger scale, such as a full project, the modularization of game systems becomes quite necessary. If you were to use individual scripts as opposed to modules under one script manager, the organization of your scripts would quickly devolve into a nightmare—something that is not at all manageable for a larger-scale game. For this chapter, the systems you make will be contained within modules...